The VPs for collecting Wildcatters in this game seems to be a sound strategy for winning, but that said, it is a tricky thing to achieve. Excellent game.
Thursday, October 15, 2026
Friday, October 9, 2026
Shanghai Trader
Classic game first released in 1986.
Richard had the British concession, Russell Japan, Jeff Germany, Stefan US, Simon Russia and I had the French concession (or should I say French Connection).
Naturally I secured the French Club with the nice little earner in the Bastille Day Bash, but with little else. Simon embarked on a Customs Swindle as well as running the Lido Nightclub. Richard had the Currency trader but ran into trouble with some Russian thugs. Jeff had control of the racetrack, which was a good earner for him, although I did win twice. Russell had control of significant infrastructure and Stefan had the shipping company.
I had a lucky escape from the brothels of Old China Town, but Simon fell victim to the Terror of the Tongs who fleeced him for $100,000!
Stefan made an early escape pursed by the Lido courtesan, quickly followed by Jeff and Russell. All were well supported by bodyguards and survived a few assassination attempts. I then got to the airport but had to wait till the very last turn to get a flight out, just as the little red books were being printed. While at the airport I dodged a few bullets but thought best to hire some assassins to remove the remaining competition. That put paid to Simon and Richard but left blood on my hands which I quickly washed off.
On the surviving concession holders checking their International Bank Accounts, Jeff had $250,000, Russell $350,000, I had $400,000 and Stefan $450,000.
Tuesday, October 6, 2026
Puerto Rico - twice
Last week I was fortunate to play the deluxe version of this game with Richard.
Friday, September 25, 2026
Serenissima
Short of time and still exhausted after completing the big Trafalgar game I just managed to watch a how to video on this game before setting off to Richard's to play it with him, Simon and Russell.
Saturday, September 19, 2026
Panamax
My first game and I had a heap of beginner's luck managing cargo through the Panama canal.
I was green (top right hand corner) and amassed 79 points. Russell (red) had 46, Stefan (black) 42 and Richard (yellow) 32. A fiendishly complex game.
Saturday, September 5, 2026
Container with Offshore Banking Facilities
Unfortunately, I didn't get a photo of the completed board, just my pile of containers.
The offshore banking addition just added some extra options for acquiring money and or containers, but seemed to take people's eye of the main game, which is to turn containers into money, not chase auction bids consuming valuable actions by calling the bank.
Sunday, August 30, 2026
Railways of the World - Epic Finish
Six players for this session which had a very exciting climax.
AAR by Richard
Wednesday, August 19, 2026
Yet More Wildcatters
This time Simon was green, Jeff red, Richard yellow and myself blue.
Jeff and Richard scored well due to their accumulated Wildcatters.
An AAR from Richard:
Friday, August 14, 2026
More Wildcatters
Richard (yellow), Jeff (red), Stefan (green) and myself (blue) played this challenging game on Thursday.
AAR provided by Richard
Saturday, August 8, 2026
Railways of the World
I had played Railroad Tycoon thirty years ago and this game seemed very similar, but with extra chrome. Of course it seems similar, it is just the latest version of that game (although for me I always think of Railroad Tycoon as the 1990 PC game of that name).
Anyway, Richard laid on this game for Russell (green), Jeff (dark red), Peter (purple) and myself (black). Richard was yellow.
Thursday, July 30, 2026
Europe in Turmoil but no Great War
Richard brought out this game for us to play again. He went conservative while I was liberal.
An excellent game. Occasionally the conservatives had a decent lead, but with no war the final scoring favoured the liberals mainly due to their strong position in France.
Friday, July 24, 2026
RAF Take Two
Time for the second scenario which is a four-day event. We just completed three and sadly had made a few errors as we are still learning the mechanics.
Some aspects are frustrating, but the overall system seems to work well.
Friday, July 10, 2026
RAF
Introductory scenario for the operational level game of the Battle of Britain. We played it twice through, changing sides to get the full feel for the game's systems. The scenario was just on day of raids, the cards for which are listed on the right-hand side (a random/hidden draw).
Next, the four-day scenario.
Thursday, July 9, 2026
Hunters and Gatherers
The game I have played the most and blogged the least. I play this with my partner after dinner, two or three times a week. I have learnt not to overly encroach on her territory.
Wednesday, June 24, 2026
Big Boss and Union Stockyards
Two games played last week by Simon, Stefan, Jeff, Richard and myself.
Monday, June 1, 2026
Imperial Elegy - No Bots
Well actually a Bot did takeover the Ottomans and caused plenty of headaches, more's the pity.
We did finish, but in the end the Great War occurred and we lost heart to continue, maybe...
Richard has again provided this superlative AAR:
Turn 5
Sleepwalking into a Great War
With the Ottoman player unable to attend today's session, the Bot took over and certainly made its presence felt.
There was a lot of Empire building going on at the start of Turn 5. Britain resumed its Colonial mission and laid the planks for colonies through the centre of Africa stretching contiguously from Cairo to the Cape.
A diplomatic incident saw Russia lose Japan as an ally. Britain then swooped in and quickly allied Japan. Britain is very active diplomatically and also allies Denmark, Belgium and the Netherlands and takes control of the Low Countries flashpoint.
France steadily invested in her armies and navy ensuring 2nd place in Power Projection and the resultant +1 DRM to industrialisation rolls.
Austria continued to invest in her people, granting rights.
The Poles stage a revolt in Galicia after Russian Provocations.
The big move of this turn was sprung by the Russians. Cunningly waiting until the Austrians were out of cards, they declared a war of conquest with the aim of claiming Romania which had recently been incorporated into the Austro-Hungarian Empire. The Russians called upon their committed alliance partners France and the Ottomans. France refused to participate, but the Ottomans gladly joined in. The Austrians seeing the writing on the wall did some fast talking and offered a negotiated settlement without a shot being fired. Possibly a wise move as a combined Russo-Ottoman force may have been able to force their way to Vienna and inflict a major defeat. Romania is ceded to the Russians.
The Ottomans make diplomatic overtures in Oman and eject the British mission and subsequently take control of the naval base.
France places diplomatic influence on Italy. Italy moves into the Triple Alliance at the end of the turn.
Italy establishes a naval base in Aden.
Turn 6
A series of diplomatic wars break out between Britain and France over the Netherlands and between Russia and Britain over Persia.
A New Administration in Prussia abandons Unification as a National Goal.
The Austrians fidget excitedly with a card they are dying to play.
Further Polish revolts occur in Russia and whilst able to support their compatriots inside the Austrian Empire, the Austrians quickly subdue the Poles as do the Russians later in the turn. The Russians had to lose stability and the Austrians pounced with the Revolution of 1905 card causing them to either lose additional stability or lose a random card. The Russians discard a card.
France develops Dreadnoughts and 2 hulls are quickly laid down. The plans are shared with the Russians who also lay down a hull. Britain and Austria also lay down hulls in a frenzy of ship building.
Britain puts down a revolt in Balochistan, finally subdues Fiji and Rhodesia. Britain cements control of the Africa flashpoint.
Prussia colonises Somalia.
The Balkan Wars see Greece take control of Macedonia from the Ottomans.
Italy establishes a Naval base in the Caroline Islands.
The pesky liberals cause armies to stand down across Europe.
Turn 7
Prussia initiates a diplomatic offensive in Denmark, who break off their alliance with Britain. Germany places and then removes diplomatic influence with a view to attacking Denmark. They are prevented from declaring war however, as a series of mandatory events has raised the World Tension Track to 3 stopping Powers from declaring war.
The US Civil War breaks out. France sends a naval squadron and exerts diplomatic influence in support of the Confederates.
The Ottomans play Empire of the Sun. Russia loses Manchuria and Japan ally with the Ottomans replacing Britain.
The Boxer Rebellion breaks out, affecting Britain, France and Russia.
Italy expands its military with a squadron and standing army.
Later in the turn, the USA carries a big stick and takes control of Japan.
There is a lot of late game window dressing as the Powers try to shore up meeting National Goals.
Britain reassesses its National Goals through play of New Administration, ditching Most Alliances for having 8 more colonial spaces than they started the game with.
All the Powers are, however, sleepwalking into a Great War. Turn 7 started with a War Tension Track value of 1. There had been 5 separate cards in turns 5 to 6 which reduced WTT, despite that, Turn 7 started at 1 and then there were the following Mandatory Cards all increasing WTT by 1 each:
The Black Hand
Assassination (
Powder Keg (The re-alignment of Greece from Britain to Russia)
The tipping point was the play of the the very last card of the game, Shifting Alliances mandatory card which forced Britain into the Triple Entente and due to the number of powers in Alliances, triggered a Crisis Roll caused by inter-power espionage. Despite a last ditch effort through applying a +1 DRM with the play of Historical Bias, Britain narrowly failed to have the matter decided by an International Conference. The Great War breaks out.
France must have had some kind of premonition about the GW breaking out as they had made optimum investments in Dreadnoughts, Frontier Forts and Reserve Armies throughout the last turn and also being in charge of the Ottoman Bot for some targeted choices. But of course there is no such thing as clairvoyance and therefore I think it is fair to say we can condemn the French for the espionage which tipped Europe into a Great War.
Editorial:
I feel there is a lesson in this. Although the temptation is to use cards for other things, it might be worth investing in the Diplomacy track in the interests of the stopping powers splitting into Alliance blocks. We all had the opportunity to do it with odd points here and there and remember you can influence any power including your own.
All National Goals are revealed. The VPs are as follows:
Britain: 10
Prussia and France: 6
Austria: 5
Russia: 3
Ottomans: 4
Once a Great War breaks out, the VPs are used to calculate "National Will". Depending on the VP band achieved, various bonuses in the form of Elite Corps or track boosts, i.e. Manpower, Stability or Industrialisation can be applied.
The State of the Alliances is as follows with some National Will boosts yet to come :
The Entente:
Prussia: 4 Standing Armies, 4 Reserve Armies and 2 Squadrons
Britain: 1 Standing Armies, 3 "Reserve Armies" appearing at London on GW Turn 1, 4 Dreadnoughts, 7 Squadrons, 2 Indian Armies
Austria: 5 Standing Armies, 5 Reserve Armies, 3 Dreadnoughts, 3 Squadrons
The Alliance
France: 5 Standing Armies, 5 Reserve Armies, 4 Dreadnoughts, 4 Squadrons (One is supporting the Confederates.)
Russia: 6 Standing Armies, 7 Reserve Armies, 2 Dreadnoughts, 2 Squadrons
Ottoman (or probably Turks as we should now call them following play of Young Turks): 4 Standing Armies, 3 Reserve Armies 3 Squadrons
Italy: 4 Standing armies, 2 Squadrons
In terms of land power (prior to some National Will effects), the Entente has the edge in terms of armies 34 to 24, however France is exposed to a potentially 3 front war against the Prussians, Austrians if they can push through Italy and Britain landing in their rear.
The corollary to the French situation is the Prussian situation. The Russians have a huge army and only one logical target. What happens in the first turn is likely to have a big impact on whether they can get the Steamroller going.
Naval Power is poised at an interesting juncture.
There are currently British and French Fleets at sea in the North Atlantic which will precipitate an immediate naval battle unless one side decides to flee. The forces are currently equally matched, however with the British Free Deployment at the start of a war (including a Great War) special rule they will be able to bring in another 2 Squadrons and a Dreadnought thus have a a +4 Firepower advantage together with a +1 extra ports, so a +5 modifier in total. This could make or break the war, especially if one side loses Dreadnoughts affecting stability.
Elsewhere the Austrians have a very large fleet and easily outnumber the Italians and Turks in the Mediterranean.
Interestingly, the USA Alliance chit would normally start in the neutral box at the start of a GW. However, as the US Civil War was still in progress, (The normal game sequence stops once a GW breaks out) the US Civil War never resolved, it is not placed so the USA will never enter.
At this point the game was adjourned. The players were caught quite by surprise as to how quickly the WTT escalated. Debate is currently being pursued amongst the players about whether to continue and resolve the Great War or assume that it was indeed averted by an International Conference.
Saturday, May 23, 2026
Imperial Elegy - No Bots
Six players: Jeff Prussia/Germany, Richard Great Britain, myself as France, Simon Austria-Hungry. Stefan Russia and Russell as the Ottomans.
Richard has provided this AAR on the first four turns.


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